Snapshot pre-AE data on actors (closes #178)
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3 changed files with 28 additions and 13 deletions
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@ -1,4 +1,15 @@
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export class DotDungeonActor extends Actor {
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/*
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Using this to take a "snapshot" of the system data prior to applying AE's so
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that the inputs can still have the non-modified value in them, while we still
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provide all that data to AE's without needing to disable any inputs.
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*/
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prepareEmbeddedDocuments() {
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this.preAE = foundry.utils.deepClone(this.system);
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super.prepareEmbeddedDocuments();
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};
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async createEmbeddedItem(defaults, opts = {}) {
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let items = await this.createEmbeddedDocuments(`Item`, defaults);
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if (!Array.isArray(items)) items = items ? [items] : [];
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@ -5,11 +5,16 @@ export class Player extends DotDungeonActor {
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applyActiveEffects() {
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super.applyActiveEffects();
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// These are the (groups of) fields that ActiveEffects may modify safely
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// and remain editable in the sheet. This needs to be done because of default
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// Foundry behaviour that otherwise prevents these fields from being edited
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delete this.overrides.system.stats;
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delete this.overrides.system.skills;
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/*
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These are the (groups of) fields that ActiveEffects may modify safely and
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remain editable in the sheet. This needs to be done because of default
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Foundry behaviour that otherwise prevents these fields from being edited.
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The deletes must use optional chaining otherwise they can cause issues
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during the document preparation lifecycle as an actor with no AE's affecting
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anything in one of these areas will result in these paths being undefined.
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*/
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delete this.overrides.system?.stats;
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delete this.overrides.system?.skills;
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};
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async createCustomPet() {
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@ -74,7 +74,7 @@ export class PlayerSheetv2 extends GenericActorSheet {
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/** @type {ActorHandler} */
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const actor = this.actor;
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ctx.original = actor.toObject().system;
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ctx.preAE = actor.preAE;
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ctx.system = actor.system;
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ctx.flags = actor.flags;
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ctx.items = this.actor.itemTypes;
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@ -93,13 +93,12 @@ export class PlayerSheetv2 extends GenericActorSheet {
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get #statData() {
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const stats = [];
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const original = this.actor.toObject().system;
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const usedDice = new Set(Object.values(original.stats));
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for (const statName in original.stats) {
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const usedDice = new Set(Object.values(this.actor.system.stats));
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for (const statName in this.actor.system.stats) {
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const stat = {
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key: statName,
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name: localizer(`dotdungeon.stat.${statName}`),
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original: original.stats[statName],
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original: this.actor.preAE.stats[statName],
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value: this.actor.system.stats[statName],
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};
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@ -114,7 +113,7 @@ export class PlayerSheetv2 extends GenericActorSheet {
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return {
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value: die,
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label: localizer(`dotdungeon.die.${die}`, { stat: statName }),
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disabled: usedDice.has(die) && original.stats[statName] !== die,
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disabled: usedDice.has(die) && this.actor.preAE.stats[statName] !== die,
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};
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})
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];
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@ -130,9 +129,9 @@ export class PlayerSheetv2 extends GenericActorSheet {
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key: skill,
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name: game.i18n.format(`dotdungeon.skills.${skill}`),
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value,
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original: original.skills[statName][skill],
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original: this.actor.preAE.skills[statName][skill],
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formula: `1` + stat.value + modifierToString(value, { spaces: true }),
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rollDisabled: value === -1,
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rollDisabled: this.actor.preAE.skills[statName][skill] === -1,
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});
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};
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